I won't pretend to understand the logic behind it, but i guess spawning stuff in Nether is infinitely harder. The Nether is basically one giant cave with no clear logic as to where the "ground" is and a structure would belong. The Ruins spawning logic, too, runs chunk-wise, but a single chunk in the Nether can contain several "levels" upon which something could spawn, or none.
In all likelyhood, i COULD improve Nether spawning, but it would be a lot of work for small results
I won't pretend to understand the logic behind it, but i guess spawning stuff in Nether is infinitely harder. The Nether is basically one giant cave with no clear logic as to where the "ground" is and a structure would belong. The Ruins spawning logic, too, runs chunk-wise, but a single chunk in the Nether can contain several "levels" upon which something could spawn, or none.
In all likelyhood, i COULD improve Nether spawning, but it would be a lot of work for small results
Ah, that makes sense. It's not like nether fortresses spawn particularly well. I remember a while back having Millenaire try to spawn villages in the nether and the results were rather craptastic (villagers trapped in netherrack, etc.). Glad they fixed that bug - it was disturbing.
Depends. If MCDungeons actually does a troll move that causes the 0,0 chunk or fires a fake generateWorld even at chunk 0,0 that would sort of explain the issues.
Then again i've seen the 0,0 bug in my own dev worlds
Just take and try this one
9.6 (second coming)
+ disabled spawning in Chunks at 0,0 and the 2 adjacent chunks altogether
Does anyone have a fixed set of templates that won't generate fake air blocks?
There was an older version that would use "fake" blocks, like 300 for "leave that block untouched", or another block ID for "treasure chest", or "spawner". That would generate structures that were not block shaped, had spawners, and treasure chests -- nice and balanced.
Then, as was recently realized, Ruins supported block ID's above 256 -- and lots of templates broke. Balloons may be the easiest to see, but trying to go through and edit things made it very clear that there are LOTS of these things.
The structure of the file layout means it's painful to try to edit things. A single template does not exist in one place, and symbolic linked from each of the biomes -- instead, it's copied, so trying to edit mean you have to edit many different copies of the same template and hope you keep them all consistent/identical.
I'm actually at the point of saying "Enough", and I'm ready to go back to the "I don't support block ID's over 256, but I at least work" earlier version.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The structure of the file layout means it's painful to try to edit things. A single template does not exist in one place, and symbolic linked from each of the biomes -- instead, it's copied, so trying to edit mean you have to edit many different copies of the same template and hope you keep them all consistent/identical.
If you're on Unix or (I assume) Mac, there shouldn't be any reason you couldn't symlink the files. That wouldn't work for the distribution, of course, but it would work for you. I know the more recent (XP and beyond) versions of windows support various forms of hard linking that earlier versions didn't, but I don't work with windows enough to know offhand... that might be something you could check out if you're on windows.
is there any way to lower the spawn rate because almost every few chuck has a building and it completely crowds the world. i was hoping it would be almost as rare as villages or pyramids
edit after i wrote this i made a new world and found the ruins very scarce
This is an odd one - part of the 00 point spawning bug. 1.47 version - whenever i run MCDungeon in a world to spawn a dungeon, ruins activates also and spawns a completly random ruin at 00 - if I set MCDungeon to spawn 4 Dungeons, I get 4 ruins there also. 3 for 3 etc. Pretty wierd huh?
Did you ever get it working fully with biomesoplenty? I still have an issue of getting them to spawn in non vanilla biomes. Whenever you get full approval I'd love for a download with biomesoplenty so I could just pop them in. If you don't mind, where did you get those goblin villages? I did a quick search on google but couldn't find one that looked like the one in your picture.
Did you ever get it working fully with biomesoplenty? I still have an issue of getting them to spawn in non vanilla biomes. Whenever you get full approval I'd love for a download with biomesoplenty so I could just pop them in. If you don't mind, where did you get those goblin villages? I did a quick search on google but couldn't find one that looked like the one in your picture.
I've found that it's possible to get ruins templates to load in Biomes O' Plenty biomes by just putting them in the Ruins root folder, which means they can spawn in any biome. However, this doesn't give you much control over where they appear, and creating specific folders for each biome does nothing. If you aren't sure which of your biome mods allow the use of specific folders for each biome when generating Ruins, you can look at the ruins_log.text to see which biomes it's actually trying to load ruins for.
Note that some BoP biomes use unique blocks for large areas of terrain generation (like mud or red rock), so many templates won't be able to spawn there because they are looking for target blocks that are part of vanilla minecraft.
THE END templates I've been promising are done.
I've also updated the rotation mappings to include ladders, signs, huge mushrooms, and more tripwire hooks.
(However, there still seems to be some glitches, usually with things that point west.)
I'm still haveing trouble with snow based traps triggering on world gen.
My guess is the code is using something like PlaceBlockWithNotify.
The Notify caused a block update, which makes the snow go away.
So, I've just replaced snow with stone for now (usually rule 7).
Here is a download of all my latest templates and the rotation mappings: http://dl.dropbox.com/u/34888769/ArrrgsRuins.zip
When updating to 1.5 i indeed opted for the setBlock method with the update. That might have been a mistake, given the block-update-bug-using nature of some templates.
Looking at the Ruins log you included by mistake, i see some of your rotation mappings are written wrongly.
"BlockID=65,68" is bad, block IDs are seperated by semicoli, not commata.
You seem to have fixed it for some later, but not all.
Your IDs are parsed as block names, and obviously there are no blocks of that name
... for that matter, why do you map Signs? The custom Rotation file is only for (vanilla) Blocks added AFTER Pistons, everything prior is mapped internally. Overriding the internal mapping is not possible.
I'll gladly include your Mooshroom mappings into the next version. And i'll switch the setBlock method to turn off the Block update on deployment.
EDIT
9.7
+ changed setBlock back to work without block update, allows update based traps again
+ added Mooshroom rotational mappings courtesy of Arrrg
+ added End structures courtesy of Arrrg
When updating to 1.5 i indeed opted for the setBlock method with the update. That might have been a mistake, given the block-update-bug-using nature of some templates.
Looking at the Ruins log you included by mistake, i see some of your rotation mappings are written wrongly.
"BlockID=65,68" is bad, block IDs are seperated by semicoli, not commata.
You seem to have fixed it for some later, but not all.
Your IDs are parsed as block names, and obviously there are no blocks of that name
... for that matter, why do you map Signs? The custom Rotation file is only for (vanilla) Blocks added AFTER Pistons, everything prior is mapped internally. Overriding the internal mapping is not possible.
I'll gladly include your Mooshroom mappings into the next version. And i'll switch the setBlock method to turn off the Block update on deployment.
EDIT
9.7
+ changed setBlock back to work without block update, allows update based traps again
+ added Mooshroom rotational mappings courtesy of Arrrg
+ added End structures courtesy of Arrrg
great job updating!
Rollback Post to RevisionRollBack
GENERATION 9001: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment
Does this mod work on SMPs such as MCPC+? if so, how do i install it?
It works with a vanilla forge server. MCPC+ adds a bunch of bukkit compatibility to forge, so it's hard to say, although I would imagine world generation code like Ruins would probably run fine with it.
As far as how to install, my _guess_ is that it wouldn't be too different than installing on a vanilla server - open the zip file and copy the required files and directories to the mods folder. That's just a guess from spending five minutes looking around MCPC+ forums, though - you'd have to talk to someone who actually runs it to know for sure.
It works with a vanilla forge server. MCPC+ adds a bunch of bukkit compatibility to forge, so it's hard to say, although I would imagine world generation code like Ruins would probably run fine with it.
As far as how to install, my _guess_ is that it wouldn't be too different than installing on a vanilla server - open the zip file and copy the required files and directories to the mods folder. That's just a guess from spending five minutes looking around MCPC+ forums, though - you'd have to talk to someone who actually runs it to know for sure.
TL;DR try it and find out.
OK thanks for the info, i'll give it a try. Do i just need to drop this mod into the mods folder on the client side to install it?
OK thanks for the info, i'll give it a try. Do i just need to drop this mod into the mods folder on the client side to install it?
You know, I have no idea if you need this mod installed on both the client and server. I've never tried it. I would guess not, since it's world generation code, but I haven't dug around in the source code. Unless someone else here knows (or AtomicStryker comments), you'd have to try it yourself.
Anyway, to install on the client side (or the server side, for that matter), you open the zip file and copy the indicated folders into your mods folder. Just dumping the zip file into the mods folder won't work. There's a readme with more information in the zip file.
In all likelyhood, i COULD improve Nether spawning, but it would be a lot of work for small results
Ah, that makes sense. It's not like nether fortresses spawn particularly well. I remember a while back having Millenaire try to spawn villages in the nether and the results were rather craptastic (villagers trapped in netherrack, etc.). Glad they fixed that bug - it was disturbing.
Not a biggie then.
Then again i've seen the 0,0 bug in my own dev worlds
Just take and try this one
9.6 (second coming)
+ disabled spawning in Chunks at 0,0 and the 2 adjacent chunks altogether
There was an older version that would use "fake" blocks, like 300 for "leave that block untouched", or another block ID for "treasure chest", or "spawner". That would generate structures that were not block shaped, had spawners, and treasure chests -- nice and balanced.
Then, as was recently realized, Ruins supported block ID's above 256 -- and lots of templates broke. Balloons may be the easiest to see, but trying to go through and edit things made it very clear that there are LOTS of these things.
The structure of the file layout means it's painful to try to edit things. A single template does not exist in one place, and symbolic linked from each of the biomes -- instead, it's copied, so trying to edit mean you have to edit many different copies of the same template and hope you keep them all consistent/identical.
I'm actually at the point of saying "Enough", and I'm ready to go back to the "I don't support block ID's over 256, but I at least work" earlier version.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
If you're on Unix or (I assume) Mac, there shouldn't be any reason you couldn't symlink the files. That wouldn't work for the distribution, of course, but it would work for you. I know the more recent (XP and beyond) versions of windows support various forms of hard linking that earlier versions didn't, but I don't work with windows enough to know offhand... that might be something you could check out if you're on windows.
fact: water is a killer, recent statistics confirmed that 100% of people that drink water die.
Also, only 93% of people who got in contact with water died
edit after i wrote this i made a new world and found the ruins very scarceDid you ever get it working fully with biomesoplenty? I still have an issue of getting them to spawn in non vanilla biomes. Whenever you get full approval I'd love for a download with biomesoplenty so I could just pop them in. If you don't mind, where did you get those goblin villages? I did a quick search on google but couldn't find one that looked like the one in your picture.
I've found that it's possible to get ruins templates to load in Biomes O' Plenty biomes by just putting them in the Ruins root folder, which means they can spawn in any biome. However, this doesn't give you much control over where they appear, and creating specific folders for each biome does nothing. If you aren't sure which of your biome mods allow the use of specific folders for each biome when generating Ruins, you can look at the ruins_log.text to see which biomes it's actually trying to load ruins for.
Note that some BoP biomes use unique blocks for large areas of terrain generation (like mud or red rock), so many templates won't be able to spawn there because they are looking for target blocks that are part of vanilla minecraft.
THE END templates I've been promising are done.
I've also updated the rotation mappings to include ladders, signs, huge mushrooms, and more tripwire hooks.
(However, there still seems to be some glitches, usually with things that point west.)
I'm still haveing trouble with snow based traps triggering on world gen.
My guess is the code is using something like PlaceBlockWithNotify.
The Notify caused a block update, which makes the snow go away.
So, I've just replaced snow with stone for now (usually rule 7).
Here is a download of all my latest templates and the rotation mappings:
http://dl.dropbox.com/u/34888769/ArrrgsRuins.zip
Oh, and a screenshot:
Enjoy
Arrrg
Looking at the Ruins log you included by mistake, i see some of your rotation mappings are written wrongly.
"BlockID=65,68" is bad, block IDs are seperated by semicoli, not commata.
You seem to have fixed it for some later, but not all.
Your IDs are parsed as block names, and obviously there are no blocks of that name
... for that matter, why do you map Signs? The custom Rotation file is only for (vanilla) Blocks added AFTER Pistons, everything prior is mapped internally. Overriding the internal mapping is not possible.
I'll gladly include your Mooshroom mappings into the next version. And i'll switch the setBlock method to turn off the Block update on deployment.
EDIT
9.7
+ changed setBlock back to work without block update, allows update based traps again
+ added Mooshroom rotational mappings courtesy of Arrrg
+ added End structures courtesy of Arrrg
GENERATION 9001: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment
It works with a vanilla forge server. MCPC+ adds a bunch of bukkit compatibility to forge, so it's hard to say, although I would imagine world generation code like Ruins would probably run fine with it.
As far as how to install, my _guess_ is that it wouldn't be too different than installing on a vanilla server - open the zip file and copy the required files and directories to the mods folder. That's just a guess from spending five minutes looking around MCPC+ forums, though - you'd have to talk to someone who actually runs it to know for sure.
TL;DR try it and find out.
OK thanks for the info, i'll give it a try. Do i just need to drop this mod into the mods folder on the client side to install it?
You know, I have no idea if you need this mod installed on both the client and server. I've never tried it. I would guess not, since it's world generation code, but I haven't dug around in the source code. Unless someone else here knows (or AtomicStryker comments), you'd have to try it yourself.
Anyway, to install on the client side (or the server side, for that matter), you open the zip file and copy the indicated folders into your mods folder. Just dumping the zip file into the mods folder won't work. There's a readme with more information in the zip file.